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CRITICAL: Using Respawn() On The Agent Object Causes Movement Bug That You Can No Longer Jump Properly

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Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Verse

Summary

This is very simple to explain and reproduce. The problem is that if you try to use Respawn in verse after a player is eliminated then their jump height will be reduced.

Steps to Reproduce

Create a new project using the blank template that has 2 spawners. Put in the following code in a GameManager file:
using { /Fortnite.com/FortPlayerUtilities }
using { /Fortnite.com/Devices }
using { /Fortnite.com/Game }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }

GameManager := class(creative_device):

@editable
P1Spawner:player_spawner_device = player_spawner_device{}
@editable
P2Spawner:player_spawner_device = player_spawner_device{}

OnBegin<override>()<suspends>:void=
    P1Spawner.SpawnedEvent.Subscribe(OnSpawn)

OnSpawn(Agent:agent):void=
    if(FC:fort_character = Agent.GetFortCharacter[]):
        FC.EliminatedEvent().Subscribe(OnEliminated)

OnEliminated(EliminationRes:elimination_result):void=
    ElimChar:=EliminationRes.EliminatedCharacter
    if(Agent:=ElimChar.GetAgent[]):
        spawn:
            RespawnPlayer(Agent)

RespawnPlayer(Agent:agent)<suspends>:void=
    Sleep(2.0) #this timing does not matter, set it to 0.5 if you want
    Print("Respawn player")
    Agent.Respawn(P1Spawner.GetTransform().Translation, P1Spawner.GetTransform().Rotation)

Then simply start the game, jump around, build a wall if you need a height “stick” to compare to. Then respawn and try the same jump. You’ll see the jump height is reduced.

Expected Result

Jump height should not change

Observed Result

Jump height is reduced by about 10% I think

Platform(s)

UEFN, PC

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